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To start; this was provided by sanmaiwashi much like the redumped Map 2.http://bsx.superfamicom.org/wp-content/upl...a%20Map%201.ziphttp://bsx.superfamicom.org/wp-content/upl...ics/bsxBSZ2.pngThere's gonna be a buncha screenshots in this thread to highlight things of interest. If you are curious about BS Zelda's development history, digging into the ROM shows interesting things - there's several things that are different in this compared to the later episodes and some of it is unexpected!http://bsx.superfamicom.org/wp-content/upl...s_zelda2001.pngThere is one difference that even a casual playsession can notice with a careful eye. This screenshot appears to show 2 instances of a player character location, but what it actually is is that the compass indicator is green in this, instead of red! (SmashManiac cross-checked this with makuchan's broadcast uploads and confirmed it was that way there too, though it was a lot harder to see.)

Further differences to find required more digging. Unfortunately, many of the old PAR cheat codes for the other ROMs do NOT work here, including the ones for many of the items. So I had to do some crazy ROM hack douchery to go into levels 5, 7 and 8. (I did not go to level 6 as it was locked by the game clock.)

Level 5 is pretty similar to how I remember, except that when you feed the bait to the NPC, instead of flickering away, he just poofs out suddenly.

AI behavior that screenshots can't show well; Double Patra is a LOT more aggressive. The duo can zoop around all the way to the edges of the screen and I swear it's almost like their movement is random! THIS version of the boss is SCARY.

There are dungeon layout differences of some kind. While I may have went through many of them not noticing, THIS one hit me hard; http://bsx.superfamicom.org/wp-content/upl...s_zelda2012.pngRight before Level 7's boss room... a red bubble room! What makes this TERRIFYING? When you take the stairs to this room, you immediately spawn a mere TWO TILES TO THE RIGHT from one of the bubbles. You can get hit by one ALMOST IMMEDIATELY WHEN YOU ENTER, and you can't defeat the ep. 4 Aquamentos without a sword, so you gotta go back through the stairs to the nearest room with a green bubble - which ALSO has a red bubble AS WELL AS blade traps.

Speaking of which, that Aquamentos is kinda buggy - instead of going from green, to blue, to red, he goes from green, to red, to green again. The shot pattern also seems different somehow but my memory is fuzzy there.

I was able to find the Red Candle in Level 7 and the Silver Arrow in Level 8 much like expected, which makes me wonder why I can't cheat to get them.

The triple dodongo room in level 8 has dodongos with bugged walking animations - they look like they are CONSTANTLY in pain when they move horizontally. Strangly, the triple dodongo room in level 5 did not have this problem. (Again, needs video to show)

After beating the Aquamentos again, I braced myself for the next room, which we all know has the Blue Manhandla that was bugged in the episode 3 ROM. I was expecting something similar to that, or maybe some interesting conceptual idea...http://bsx.superfamicom.org/wp-content/upl...s_zelda2005.pngI was not quite expecting a regular Manhandla. A plain, ol', Vanilla Manhandla.

Nope, it's a blue Gohma! But... there's just one! Man, considering how it seemed like the earlier level 7 was designed by an utter sadist, this level 8 feels anticlimatic in comparison!

Alright, if any other hackers wanna dig into this, feel free to let me know! Here's what I would like to confirm:

1) Ganon, obviously[strike]2) If the in-game BGM is there like in other versions[/strike]3) If there is any broadcast data in this that is not in the other dumps that may be of use (such as data for the intro/score tally)4) Any other strange differences between this and what we know about BS Zelda in regard to other ROMs/broadcasts.

EDIT: LuigiBlood has contacted me in regard to the music:

According to him, SPC code is there. However, one track is missing.. and it's the "new" track, the one made specifically for BS Zelda, which is buggy in the "Episode 3" ROM and correct in the "Episode 4" ROM.

http://bsx.superfamicom.org/wp-content/upl...s_zelda2001.pngThere is one difference that even a casual playsession can notice with a careful eye. This screenshot appears to show 2 instances of a player character location, but what it actually is is that the compass indicator is green in this, instead of red!

Indeed. On the original broadcast recording, it's green in episodes 1 and 2, but red in episodes 3 and 4. We just never realized this before.

So now that we noticed this discrepancy, we need to create a patch that changes the color of the Triforce indicator on the minimap while it flashes from red to green, but only in map 1 and only for the first two episodes, in order to un-fix Nintendo's bugfix and be as accurate as possible to the original broadcast.

...

That was a joke. Please don't actually do this. Even I don't think this is a good idea.

The amusing thing is that if we went that far, we may as well would implement the "incomplete" versions of all the dungeons with the bugged/harder bosses and more troll-y enemy placement...

... this sounds like a Master Quest idea. Though we don't really have enough on it's own for that.

(EDIT: and just in case anyone tries to more seriously make the case for the green dot;The Map 2 Ep. 1 redump has the red dot. It's confirmed the change is meant to be retroactive, meaning the green dot is considered the "incomplete" version.

I suspect the color was changed due to player feedback - having both the player AND compass be green is, quite frankly, a huge potential for confusion.)

I made a hex comparison, and the differences are enorm. So I cannot tell what exactly the differences are, but what I can tell, is that your posted version is rather incomplete (which explains the out of order rupees and other "bugs" you noticed:

This image compares the hex code of the "original rom" we built our hacks upon upper part, and your rom (lower part). As you can see, your rom has some 00 00 where our rom has data. This pattern is frequently all over your rom.

This makes me wonder what we can find out if we find an Episode 1 dump. That would probably be a miracle, but then again, so was this!

I also wonder... do we perhaps have enough information to construct a "Beta Quest" for BS Zelda? Besides what we see here, from magazine scans we can see various slightly different graphics and palettes. It makes me so curious...!